rogueliketutorials/entity.py

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from __future__ import annotations
import copy
from typing import Tuple, TypeVar, TYPE_CHECKING, Optional, Type
from render_order import RenderOrder
if TYPE_CHECKING:
from components.ai import BaseAI
from components.fighter import Fighter
from game_map import GameMap
T = TypeVar("T", bound="Entity")
class Entity:
"""
A generic object to represent players, enemies, items, etc.
"""
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gamemap: GameMap
def __init__(
self,
gamemap: Optional[GameMap] = None,
x: int = 0,
y: int = 0,
char: str = "?",
color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unnamed>",
blocks_movement: bool = False,
render_order: RenderOrder = RenderOrder.CORPSE,
):
self.x = x
self.y = y
self.char = char
self.color = color
self.name = name
self.blocks_movement = blocks_movement
self.render_order = render_order
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if gamemap:
self.gamemap = gamemap
gamemap.entities.add(self)
def spawn(self: T, gamemap: GameMap, x: int, y: int) -> T:
"""Spawns a copy of this instance at the given location"""
clone = copy.deepcopy(self)
clone.x = x
clone.y = y
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clone.gamemap = gamemap
gamemap.entities.add(clone)
return clone
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def place(self, x: int, y: int, gamemap: Optional[GameMap] = None) -> None:
self.x = x
self.y = y
if gamemap:
if hasattr(self, "gamemap"):
self.gamemap.entities.remove(self)
self.gamemap = gamemap
gamemap.entities.add(self)
def move(self, dx: int, dy: int) -> None:
self.x += dx
self.y += dy
class Actor(Entity):
def __init__(
self,
*,
x: int = 0,
y: int = 0,
char: str = "?",
color: Tuple[int, int, int] = (255, 255, 255),
name: str = "<Unnamed>",
ai_cls: Type[BaseAI],
fighter: Fighter
):
super().__init__(
x=x,
y=y,
char=char,
color=color,
name=name,
blocks_movement=True,
render_order=RenderOrder.ACTOR,
)
self.ai: Optional[BaseAI] = ai_cls(self)
self.fighter = fighter
self.fighter.entity = self
@property
def is_alive(self) -> bool:
"""returns as long as can return actions."""
return bool(self.ai)